Actually, I use 3 editors only for .rmf production, only.
Everything else is a... "one-way street". Including textures, models, sounds etc. Although, that "factory conveyor" method could be used on making some of the content (textures, models and such).
I use Jackhammer to create the maps, while Sledge is used by me to convert them correctly, because Jackhammer doesn't export .rmfs very well. When I open Jackhammer's .rmfs with VHE I get errors, so I have to do it this way: Jackhammer>Sledge>Valve Hammer Editor. But it works relatively well.
As for the other programs:
paint.NET and wally (for textures) Sprite Explorer Corel VideoStudio Pro X7 (video production) FL Studio 11 & Goldwave (for sounds & music)
I will include the .rmf, as soon as I convert it to an .rmf, since... I use Jackhammer, and it has poorly exported .rmf files. But I know a way: Export as .rmf, open it in Sledge, and then save it as an .rmf.
It's funny how I uploaded it on the 1st of April, but it's not a joke, seriously.
It's neat if it works, but given that trigger_push could do the same things without clipping brushes or being restricted to a single texture, I'm not surprised this never took off =P
If i make a grass texture named "!cur_up", will it make me bounce upwards??? That means we don't need "trigger_push" & "trigger_gravity" entities, right?
i added value "siren" for play siren. For stop added a new value called "siren#1" (it's automaticly added when i ctrl+c & ctrl+v) but it's not stopping. (I tried "Is NOT looping" flag but that didn't work too.)
I don't think it does ;(
I accidentally found them on this site: https://www.slackiller.com/tommy14/hltexture.htm
I'm sorry for not being able to link it properly because I don't know a lot of BBCode formatting.
Everything else is a... "one-way street". Including textures, models, sounds etc. Although, that "factory conveyor" method could be used on making some of the content (textures, models and such).
Textures: InkScape > Adobe Illustrator > Corel Draw > Gimp > Adobe Photoshop > Paint.net > Wally
Models: AutoCAD > 3DS Max > Rhino 3D > Blender > Maya
As for the map, if this clips world geometry because it isn't an entity, you could always leave a 1-unit wide gap between it and the world.
I use Jackhammer to create the maps, while Sledge is used by me to convert them correctly, because Jackhammer doesn't export .rmfs very well. When I open Jackhammer's .rmfs with VHE I get errors, so I have to do it this way: Jackhammer>Sledge>Valve Hammer Editor. But it works relatively well.
As for the other programs:
paint.NET and wally (for textures)
Sprite Explorer
Corel VideoStudio Pro X7 (video production)
FL Studio 11 & Goldwave (for sounds & music)
So, I apparently use a lot of them...
Wait... Are you using mulitple programs for map creating??
It's funny how I uploaded it on the 1st of April, but it's not a joke, seriously.
It's neat if it works, but given that trigger_push could do the same things without clipping brushes or being restricted to a single texture, I'm not surprised this never took off =P
If i make a grass texture named "!cur_up", will it make me bounce upwards??? That means we don't need "trigger_push" & "trigger_gravity" entities, right?
Voted: 5/5 stars
Good luck for your Source projects ^^
I found other way for glass protection for button
Happy mega-belated birthday, Ant!
press the button and die XD
I like those textures. If you trigger the warning siren a second time, it should stop.
For the doors, i think the best thing you can do is make them inflict a lot of damage to kill anyone who gets trapped.
If there's anything you need to know Source related, I'm your guy (among many others)
Glad to hear it's all working!!
I would like to pre-order an autographed copy.
I will try hard not to make it into an all-encompassing epic.
The process will likely take five years.
Happy super-belated birthday, Ant!